doom3-bfg/neo/renderer/RenderContext.h

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __RENDERCONTEXT_H__
#define __RENDERCONTEXT_H__
// This is for "official" HDMI 3D support with with the left eye above the right and a guard band in the middle
// Some displays which don't support this can still do stereo 3D by packing 2 eyes into a single (mono-sized) buffer
enum hdmi3DState_t
{
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HDMI3D_NOT_SUPPORTED, // The TV doesn't support it
HDMI3D_NOT_ENABLED, // The TV supports it, but the user disabled it
HDMI3D_NOT_ACTIVE, // The TV supports it, and the user enabled it, but it's not active
HDMI3D_ACTIVE
};
//================================================================================================
// class idRenderContext
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//================================================================================================
class idRenderContext
{
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public:
idRenderContext() : depthHackValue( 0.0f ), weaponDepthHackValue( 1.0f ) {}
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virtual ~idRenderContext() {};
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void InitContext();
void Shutdown();
void PrepareSwap();
void SwapBuffers( bool forceVsync = false );
void SetGamma( unsigned short red[256], unsigned short green[256], unsigned short blue[256] );
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hdmi3DState_t GetHDMI3DState();
void EnableHDMI3D( const bool enable );
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// Back End Rendering
void ExecuteBackendCommands( const emptyCommand_t* cmds );
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void Clear( float r, float g, float b, float a );
void InitGraphicsAPIWrapper();
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// Debug Tools
void RenderDebugTools( drawSurf_t** drawSurfs, int numDrawSurfs );
void SetWrapperContext( const wrapperContext_t& context );
void SetWrapperConfig( const wrapperConfig_t& config );
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// Texture Resolves
void ResolveTargetColor( idImage* image );
void ResolveTargetDepth( idImage* image );
void ResolveTargetColor( idImage* image, int srcMinX, int srcMinY, int srcMaxX, int srcMaxY, int dstX, int dstY );
void ResolveTargetDepth( idImage* image, int srcMinX, int srcMinY, int srcMaxX, int srcMaxY, int dstX, int dstY );
void SetDepthHackValue( float depth )
{
depthHackValue = depth;
}
float GetDepthHackValue() const
{
return depthHackValue;
}
void SetWeaponDepthHackValue( float depth )
{
weaponDepthHackValue = depth;
}
float GetWeaponDepthHackValue() const
{
return weaponDepthHackValue;
}
uint64 GetGPUFrameMicroSec() const
{
return GPUFrameMicroSec;
}
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private:
float depthHackValue;
float weaponDepthHackValue;
uint64 GPUFrameMicroSec;
};
extern idRenderContext rRenderContext;
#endif // !__RENDERCONTEXT_H__